Basic functional raytracer

This commit is contained in:
David 2021-08-23 00:37:57 +02:00
commit c37be6798f
5 changed files with 159 additions and 33 deletions

View file

@ -1,5 +1,6 @@
#include <stdio.h>
#include <stdint.h>
#include <stdlib.h>
#include "rtweekend.hpp"
@ -8,8 +9,63 @@
#include "sphere.hpp"
#include "camera.hpp"
color ray_color(const ray& r, const hittable& world, int32_t depth);
double hit_sphere(const point3& center, double radius, const ray& r);
hittable_list random_scene();
hittable_list random_scene() {
hittable_list world;
auto ground_material = make_shared<lambertian>(color(0.5, 0.5, 0.5));
world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
for (int32_t a = -11; a < 11; a++)
{
for (int32_t b = -11; b < 11; b++)
{
double choose_mat = random_double();
point3 center(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
if ((center - point3(4, 0.2, 0)).length() > 0.9)
{
shared_ptr<material> sphere_material;
if (choose_mat < 0.8)
{
// diffuse
color albedo = color::random() * color::random();
sphere_material = make_shared<lambertian>(albedo);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
}
else if (choose_mat < 0.95)
{
// metal
color albedo = color::random(0.5, 1);
double fuzz = random_double(0, 0.5);
sphere_material = make_shared<metal>(albedo, fuzz);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
}
else
{
// glass
sphere_material = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
}
}
}
}
auto material1 = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(point3(0, 1, 0), 1.0, material1));
auto material2 = make_shared<lambertian>(color(0.4, 0.2, 0.1));
world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
auto material3 = make_shared<metal>(color(0.7, 0.6, 0.5), 0.0);
world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
return world;
}
color ray_color(const ray& r, const hittable& world, int32_t depth)
{
@ -50,18 +106,16 @@ double hit_sphere(const point3& center, double radius, const ray& r)
else
return (-half_b - sqrt(discriminant)) / a;
}
int main()
int32_t main()
{
// Image
double aspect_ratio = 16.0 / 9;
const int32_t image_width = 400;
const double aspect_ratio = 3.0 / 2.0;
const int32_t image_width = 1200;
const int32_t image_height = (int32_t) (image_width / aspect_ratio);
int32_t samples_per_pixel = 100;
int32_t max_depth = 50;
int32_t samples_per_pixel = 500;
const int32_t max_depth = 50;
if (getenv("SPP"))
{
@ -71,21 +125,16 @@ int main()
// World
hittable_list world;
std::shared_ptr<lambertian> material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
std::shared_ptr<lambertian> material_center = make_shared<lambertian>(color(0.7, 0.3, 0.3));
std::shared_ptr<metal> material_left = make_shared<metal>(color(0.8, 0.8, 0.8), 0.3);
std::shared_ptr<metal> material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 1.0);
world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, material_ground));
world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.0), 0.5, material_center));
world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, material_left));
world.add(make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, material_right));
hittable_list world = random_scene();
// Camera
camera cam;
point3 lookfrom(13,2,3);
point3 lookat(0,0,0);
vec3 vup(0,1,0);
double dist_to_focus = 10.0;
double aperture = 0.1;
camera cam(lookfrom, lookat, vup, 20, aspect_ratio, aperture, dist_to_focus);
// Render
printf("P3\n%d %d\n255\n", image_width, image_height);